Age | Commit message (Collapse) | Author |
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maxwell_to_vk: Use VK_EXT_index_type_uint8 and misc changes
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externals: Update boost-ext to include safe_numerics.
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gl_device: Enable compute shaders for Intel Mesa drivers
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- This is useful to me for an upcoming change.
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gl_shader_cache: Add missing new-line on emitted GLSL
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A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles;
flushing is still not properly implemented on Vulkan for this particular
format.
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Add an extra argument to query device capabilities in the future. The
intention behind this is to use native quads, quad strips, line loops
and polygons if these are released for Vulkan.
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The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE
and CLAMP_TO_BORDER depending on the filter mode used. It doesn't
exactly behave like this, but it's the closest we can get with what
Vulkan offers without emulating it by injecting shader code.
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kernel/svc: Amend function signature of SignalProcessWideKey
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Added missing include
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Gl_Rasterizer: Skip Tesselation Control and Eval stages as they are unimplemented
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implemented.
This commit ensures the OGL backend does not execute tesselation shader
stages as they are currently unimplemented.
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shader: Implement MEMBAR.GL
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* Kernel: Correct behavior of Address Arbiter threads.
This corrects arbitration threads to behave just like in Horizon OS.
They are added into a container and released according to what priority
they had when added. Horizon OS does not reorder them if their priority
changes.
* Kernel: Address Feedback.
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This function doesn't actually return a result code, so we can amend the
signature of it to match.
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Previously we naively checked for "Intel" in GL_VENDOR, but this
includes both Intel's proprietary driver and the mesa driver. Re-enable
compute shaders for mesa.
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Add missing new-line. This caused shaders using local memory and shared
memory to inject a preprocessor GLSL line after an expression (resulting
in invalid code).
It looked like this:
shared uint smem[8];#define LOCAL_MEMORY_SIZE 16
It should look like this (addressed by this commit):
shared uint smem[8];
\#define LOCAL_MEMORY_SIZE 16
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kernel/svc: Provide implementations for svcDumpInfo/svcDumpInfoNew
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Maxwell3D: Implement Depth Mode.
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This commit finishes adding depth mode that was reverted before due to
other unresolved issues.
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Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
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vk_shader_decompiler: Add tessellation and misc changes
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Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
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vk_device: Misc changes
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- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
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maxwell_3d: Add tessellation state entries
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externals: Update Vulkan-Headers
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vk_swapchain: Add support for swapping sRGB
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kernel: Remove unnecessary includes
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Over the course of the changes to the kernel code, a few includes are no
longer necessary, particularly with the change over to std::shared_ptr
from Boost's intrusive_ptr.
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These are fairly trivial to implement, we can just do nothing. This also
provides a spot for us to potentially dump out any relevant info in the
future (e.g. for debugging purposes with homebrew, etc).
While we're at it, we can also correct the names of both of these
supervisor calls.
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We don't know until the game is running if it's using an sRGB color
space or not. Add support for hot-swapping swapchain surface formats.
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CpuCore: Clear exclusive state after doing a run in dynarmic.
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shader_bytecode: Remove corrupted character
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Implement FLO & TXD Instructions on GPU Shaders
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